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    FAQ by BSulpher

    Version: 1.0 | Updated: 03/25/06 | Search Guide | Bookmark Guide

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          |______|    |_|    |_| |_| |__/   |_______| |_____| |_|    |_|
    
          ______  __          __  ______   __      _   _______    ______
         |  ____| \ \        / / |  ____| |  \    | | |__   __|  |  ____|
         | |       \ \      / /  | |      |   \   | |    | |     | |
         | |__      \ \    / /   | |__    | |\ \  | |    | |     | |____
         |  __|      \ \  / /    |  __|   | | \ \ | |    | |     |____  |
         | |          \ \/ /     | |      | |  \ \| |    | |          | |
         | |____       \  /      | |____  | |   \   |    | |      ____| |
         |______|       \/       |______| |_|    \__|    |_|     |______|
    
                            ____________________________
                           |POWER PAD |______|    SIDE B|
                           |                            |
                           |--( 1)--( 2)----( 3)--( 4)--|
                           |                            |
                           |----------------------------|
                           |                            |
                           |--( 5)--( 6)----( 7)--( 8)--|
                           |                            |
                           |----------------------------|
                           |                            |
                           |--( 9)--(10)----(11)--(12)--|
                           |                            |
                           |____________________________|
    
    Copyright Nintendo 1988
    Written By Brian P. Sulpher
    E-mail: briansulpher@hotmail.com
    Version 1.0
    Dates Written: March 24th to March 25th, 2006
    
    I dedicate this to the NES fans out there, as this one is part of the NES
    FAQ completion Project of 2004-2006, courtesy of the FAQ Contributor Board. 
    We honour the most truly awesome and great system... the Nintendo 
    Entertainment System!  Never mind about Atari, Commodore 64, Colecovision, 
    Sega Master System, Super Nintendo Entertainment System, Sega Genesis, or 
    any of the newer systems, we all know that the good old NES is where true 
    gaming is at!
    
    Also, for Cougar, Howler, and Koonce.  I miss you, and I hope you are living
    it up in the afterlife as you did in this world.  You will always be in my 
    memories, and you will never be forgotten.
    
    -----------
    Version 1.0
    -----------
    
    -Submitted guide on March 25th, 2006
    
    ----------------------------------------------------------------------------
    -----------------------------Table Of Contents------------------------------
    ----------------------------------------------------------------------------
    
    1) Introduction
    2) 100 M Dash
    3) Long Jump
    4) 110 M Hurdles
    5) Triple Jump
    6) Tournament
    7) Olympics
    8) Final Word
    
    ----------------------------------------------------------------------------
    -------------------------------Introduction---------------------------------
    ----------------------------------------------------------------------------
    
    1) Known to most as the third part of the 3-in-1 cart, called World Class
       Track Meet (paired with Dunk Hunt/Super Mario Brothers), you would think
       that this cart is of no important significance.  However, if you are 
       collector of NES carts, this one cart is very important and valuable, as
       it insanely rare.  yes, people pay hundreds of dollars for this one,
       despite the fact that the exact same game is available in a 3 games in 1,
       which sells used for at most 10 dollars (typically)!  So, I decided since
       some crazies out there may actually play this after they pay all that 
       money, plus it had no coverage on the individual cart listing, here is a
       FAQ, offering all the legit and cheating tactics to bring home the gold!
    
    
       As for the FAQ, the controls for the four events will be covered from the
       Player One perspective, so just transfer the controls to the Red Buttons
       beside the Blue Buttons indicated for each portion of an event where 
       head-to-head competition occurs.
    
    ----------------------------------------------------------------------------
    ---------------------------------100 M Dash---------------------------------
    ----------------------------------------------------------------------------
    
    2) This section will look at the premier event of the track, the 100 M Dash!
       Nothing on display here but pure speed, so go out there and set a new
       record!
    
    
                                    o-----------o
                                    | Objective |
                                    o-----------o
    
    Get from the start line to the finish line in as short of time as possible.
    Remember to wait for the starting gun, as two mistarts will mean a 
    disqualification (or DQ for short), resulting in an automatic loss.
    
    
                                    o----------o
                                    | Controls |
                                    o----------o
    
    Running: Since this is the only thing to do, rapidly step up and down on the
             1-2 pads, moving the runner forward.
    
    
                                   o------------o
                                   | Strategies |
                                   o------------o
    
      i) Pound those feet up and down as fast as possible, continuing until the
         race reaches the finish line.
    
     ii) If you are not against cheating, the following methods are all fairly
         easy ways to increase the effectiveness of your performance:
    
         -Have a chair or wall to lean a against/onto, as it will lower the 
          center of gravity for your running, meaning more energy will go into
          the steps (more energy = faster feet) instead of your balance.
    
         -Although not as effective as the method listed above, using the old
          fashioned alternating two hand slap will also result in a slightly
          better time.
    
         -When racing against a friend/foe, the sneaky method of pushing the
          opponent off the pad can work.  However, they can quickly return the
          favour, or intercept your attack and make you step off the pad 
          instead, so be wary of overusing/mistiming this technique.
    
    ----------------------------------------------------------------------------
    ----------------------------------Long Jump---------------------------------
    ----------------------------------------------------------------------------
    
    3) This section will look at the combination of speed and accuracy, the Long
       Jump!  Use the speed to get enough power to make the launch through the
       air last for a long period of time.
    
    
                                    o-----------o
                                    | Objective |
                                    o-----------o
    
    Run down the small pathway, building up speed to get near the jumping 
    board, at which point the athlete should take to the air, seeing how far
    they can fly before hitting the ground.  The furthest jump away from the
    jumping board is the winner.
    
    
                                    o----------o
                                    | Controls |
                                    o----------o
    
    Running: Rapidly step up and down on the 1-2 pads, moving the runner 
             forward.
    Jumping: When the jumping board draws near, leap into the air to make the
             athlete take off into the virtual air.
    
    
                                   o------------o
                                   | Strategies |
                                   o------------o
    
      i) Run like a demon at the beginning of the event, jumping as close to the
         jumping board as possible.  The more speed built up means the athlete
         will fly further and faster, though the air time of the leap depends 
         upon the air time of your actual leap.
    
     ii) To increase the effectiveness of your runs in this event, try the 
         following underhanded tactics:
    
         -Jump off of the Power Pad, watching the athlete on screen to see when
          he is close to descending to the ground.  At this point, leap back
          onto the 1-2 Pads, completing the jump.  Note that this technique can
          be tricky due to the sometimes tough requirement of getting both feet
          squarely back onto the two small pads.
    
         -Similar to the trick above, this one requires the back of a solid
          chair to lean onto when taking off for the leap.  Where this works 
          slightly better than just leaping clear of the Power Pad is that the
          "hovering" by using the chair back allows for lowering of the feet 
          directly downwards to the pad, as opposed to the sideways leap, which
          is far less accurate.
    
    ----------------------------------------------------------------------------
    --------------------------------110 M Hurdles-------------------------------
    ----------------------------------------------------------------------------
    
    4) Speed is important, but so is the timing... welcome to the hybrid event 
       that is the 110 M Hurdles!  Power is required to get the necessary speed
       to navigate the open track portions, while the timing is required to get
       over the strategically placed hurdles.
    
    
                                    o-----------o
                                    | Objective |
                                    o-----------o
    
    Get from the start line to the finish line in as short of time as possible.
    Along the way, jump the hurdles that bar the way, not losing any speed in
    the process.  Remember to wait for the starting gun, as two mistarts will 
    mean a disqualification (or DQ for short), resulting in an automatic loss.
    
    
                                    o----------o
                                    | Controls |
                                    o----------o
    
    Running: Rapidly step up and down on the 1-2 pads, moving the runner 
             forward.
    Jumping: As each hurdle appears, leap upwards to pass over it, landing back
             on the 1-2 pads to continue the race.
    
    
                                   o------------o
                                   | Strategies |
                                   o------------o
    
      i) This event requires coordination and speed, being able to sprint the 
         small strips of track between each hurdle, leaping into the air to 
         clear the hurdles, and finishing with a strong sprint to the finish.
         Try to have the leap into the air to be just long enough to get over 
         the hurdle, as less time in the air means more time on the ground to
         run at top speed.
    
     ii) Although it is not quite as fast as performing the event properly,
         running at top speed the whole way during the race, bashing through
         the hurdles, can work nicely as well.  However, if you are not 
         extremely fast, this method will end in a loss, more often than not.
    
    iii) If you are not against cheating, the following methods are all fairly
         easy ways to increase the effectiveness of your performance:
    
         -Have a chair or wall to lean a against/onto, as it will lower the 
          center of gravity for your running, meaning more energy will go into
          the steps (more energy = faster feet) instead of your balance.
    
         -When racing against a friend/foe, the sneaky method of pushing the
          opponent off the pad can work.  However, they can quickly return the
          favour, or intercept your attack and make you step off the pad 
          instead, so be wary of overusing/mistiming this technique.
    
    ----------------------------------------------------------------------------
    ---------------------------------Triple Jump--------------------------------
    ----------------------------------------------------------------------------
    
    5) This section will look at the combination of speed and accuracy, the 
       Triple Jump!  Use the speed to get enough power to make the launch 
       through the air last for a long period of time, followed by two more
       harrowing leaps to go even further.
    
    
                                    o-----------o
                                    | Objective |
                                    o-----------o
    
    Run down the small pathway, building up speed to get near the jumping 
    board, at which point the athlete should take to the air, seeing how far
    they can fly before hitting the ground.  Upon landing, leap once more,
    followed by a final third leap to reach the end of the jump.  The furthest 
    jump away from the jumping board is the winner.
    
    
                                    o----------o
                                    | Controls |
                                    o----------o
    
    Running: Rapidly step up and down on the 1-2 pads, moving the runner 
             forward.
    Jumping: When the jumping board draws near, leap into the air to make the
             athlete take off into the virtual air.  Upon landing, repeat the
             jumping performance, repeating it one fins time upon landing from
             the second jump, finishing the event.
    
    
                                   o------------o
                                   | Strategies |
                                   o------------o
    
      i) Run as fast as humanly possible, leaping straight upwards when the 
         jumping board appears on screen, followed by performing two more leaps
         after each landing.  Simple enough, but the faster coming into the 
         initial jump, the further the athlete will fly on the leap.  The last 
         two leaps benefit from perfect timing, taking off as soon as the 
         athlete lands, transferring the most energy from the momentum thus far,
         traveling further than if a small delay occurs (loss of momentum).
    
     ii) To increase the effectiveness of your runs in this event, try the 
         following underhanded tactics:
    
         -Jump off of the Power Pad, watching the athlete on screen to see when
          he is close to descending to the ground.  At this point, leap back
          onto the 1-2 Pads, completing the first jump, followed by repeating 
          the pattern for the next two leaps.  Note that this technique can be 
          tricky due to the sometimes tough requirement of getting both feet
          squarely back onto the two small pads.
    
         -Similar to the trick above, this one requires the back of a solid
          chair to lean onto when taking off for each leap.  Where this works 
          slightly better than just leaping clear of the Power Pad is that the
          "hovering" by using the chair back allows for lowering of the feet 
          directly downwards to the pad, as opposed to the sideways leap, which
          is far less accurate.
    
    ----------------------------------------------------------------------------
    ---------------------------------Tournament---------------------------------
    ----------------------------------------------------------------------------
    
    6) This section will take a look at the single player, head-to-head 
       competition that pits you versus 6 cyber athletes in the 100 M Dash and
       the 110 M Hurdles.
    
    
                                 o----------------o
                                 | The Opposition |
                                 o----------------o
    
                                   ~~~~~~~~~~~~~~
                                   ~~~ Turtle ~~~
                                   ~~~~~~~~~~~~~~
    
    Quote......: Let's have a race.
    Prize......: Bronze Medal
    Difficulty.: 1/10
    
    Turtle is pathetic... seriously, a one-legged player could likely beat this 
    guy, and the game requires that two pads be pressed to get the athlete on 
    screen to take off running.
    
    
                                    ~~~~~~~~~~~~
                                    ~~~ Bear ~~~
                                    ~~~~~~~~~~~~
    
    Quote......: It's my turn now.
    Prize......: Silver Medal
    Difficulty.: 2/10
    
    A small improvement upon Turtle (and I do mean very small), Bear will
    actually put up a brief struggle early on... till you get really moving and
    he is left in the dust.
    
    
                                    ~~~~~~~~~~~~~
                                    ~~~ Horse ~~~
                                    ~~~~~~~~~~~~~
    
    Quote......: I am really fast.
    Prize......: Gold Medal
    Difficulty.: 3.5/10
    
    Horse is the first truly decent athlete that you will face, requiring 
    consistent speed from you.  However, he is still too slow to truly challenge
    you, but he is an indication of the improving competition ahead.
    
    
                                   ~~~~~~~~~~~~~~
                                   ~~~ Rabbit ~~~
                                   ~~~~~~~~~~~~~~
    
    Quote......: Can you beat me?
    Prize......: Bronze Trophy
    Difficulty.: 5/10
    
    Rabbit will bust out some pretty good speed, though his 100 M Dash is not
    overpowering.  However, he is weak at the 110 M Hurdles, often plowing into
    multiple hurdles, making him vulnerable there despite his reasonably good
    speed.
    
    
                                   ~~~~~~~~~~~~~~
                                   ~~~ Bobcat ~~~
                                   ~~~~~~~~~~~~~~
    
    Quote......: Can you keep with me?
    Prize......: Silver Trophy
    Difficulty.: 8/10
    
    An extreme jump in difficulty, Bobcat has a much improved speed base to call
    upon, though he is not unbeatable at the 100 M Dash.  No, his true strength
    lies in the 110 M Hurdles, where he will rarely hit a hurdle, meaning that
    you too will have to be near flawless to have a shot at beating him to the
    finish line.  No longer can you just plow through each hurdle, as this
    method is too unreliable and costs too much speed.
    
    
                                   ~~~~~~~~~~~~~~~
                                   ~~~ Cheetah ~~~
                                   ~~~~~~~~~~~~~~~
    
    Quote......: If you beat me, you're the best.
    Prize......: Gold Trophy
    Difficulty.: 9.5/10
    
    The final opponent, Cheetah has such blistering speed that only all out 
    effort in the 100 M Dash will keep him in second.  The 110 M Hurdles will
    be the true test of your skills, as Cheetah will not mess up on the hurdle
    leaping, maintaining his speed the entire way through the race.  This means
    to take the Gold Trophy, you will need to be fast and accurate in your 
    leaps, so best forget about the running through the hurdles technique.
    
    
                                   o------------o
                                   | Strategies |
                                   o------------o
    
      i) For the first four racers, running at all out speed should be enough
         to achieve victory.
    
     ii) For the final two racers, running at all out speed will not work in the
         110 M Hurdles, so better get good at hopping the track obstructions
         in practice rounds beforehand.
    
    iii) Sometimes it is better to take a one minute break to recover before
         taking on the next opponent, as getting too tired on easier opponents
         could be enough to give the advantage to the faster opponents in the
         future.
    
    ----------------------------------------------------------------------------
    ----------------------------------Olympics----------------------------------
    ----------------------------------------------------------------------------
    
    7) This section will take a look at the Olympics mode.
    
    
                                   o-------------o
                                   | What Is It? |
                                   o-------------o
    
    This mode is scored by rating the performance of each athlete (from as low as
    one athlete to as high as six athletes) over the four events.  The highest 
    possible score for every event is 1000 points, with it being possible for 
    more than one athlete to score 1000 points.
    
    The winner is determined by whoever scores the highest combined score, 
    meaning that a well-rounded player is more likely to take the Gold than one
    who is really good at one particular event.
    
    
                                   o------------o
                                   | Strategies |
                                   o------------o
    
      i) Since it is only human versus human interaction, only a few methods 
         will work... none of them very sportsmanlike and nice:
    
         -When racing against a friend/foe, the sneaky method of pushing the
          opponent off the pad can work.  However, they can quickly return the
          favour, or intercept your attack and make you step off the pad 
          instead, so be wary of overusing/mistiming this technique.
    
         -Trash talking can also be a very effective method of disrupting an
          opponent.  By talking a continual stream of dialogue to a target, 
          some people will be so bothered by it that they will lose their
          concentration and mess up.
    
         -If talking trash is not your thing, then perhaps the odd yell or
          sudden noise will be more your thing.  Sometimes a player will lose
          their focus if disrupted a loud or unexpected noise, costing them some
          valuable speed or timing.  This can be a significant difference in the
          overall point totals, so it can work well.
    
         -Although this one is just downright outside the fair competition
          goal of anything bearing the name "Olympics", shutting off the TV
          screen during a finesse event (like the Long Jump or Triple Jump) can
          make a player foul, jump too early, or just lose so much momentum that
          they will perform poorly in their attempt.  This method is just so
          vile that it is not recommended at all, but take the risk if you want
          to really tick off your friends!
    
    ----------------------------------------------------------------------------
    ---------------------------------Final Word---------------------------------
    ----------------------------------------------------------------------------
    
    8) As is the usual, this walkthrough is copyright property of Brian P. 
       Sulpher, 2006.  The only website, group, person, etc. to have access to
       post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
       www.honestgamers.com.  You must ask for permission before posting this, 
       as doing so without consent is a violation of international copyright 
       law.
    
       If you liked it, hated it, have anything to add, then please E-mail me at
       briansulpher@hotmail.com.  You can also contact me through MSN messenger
       through the same E-mail address.
    

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